System and method for establishing a wager for a gaming application
Summary by NHIP
Remote wager platform
The platform establishes a wager between users by processing offers and acceptances within a gaming application. It generates a record containing multiple parameters and stores it using a unique identifier, optionally displaying a graphical interface based on user preferences.
Claim Score by NHIP
Abstract
A system for establishing a wager for a gaming application comprises a server, a processor remotely coupled to the server, and a memory coupled to the processor. The server hosts a gaming application for a plurality of users. The processor receives a wager offer generated by a first user, wherein the wager offer is associated with the gaming application. The processor further presents the wager offer to a plurality of second users, and receives a wager acceptance by a second user. The wager offer and the wager acceptance combine to form a wager between the first user and the second user. The processor further generates a wager record in response to receiving the wager acceptance. The wager record is associated with the wager between the first user and the second user, and comprises a plurality of wager parameters. The memory stores the wager record according to a wager record identifier.

Term
Term ended
Expired 15 March 2023, 3.5 years ago.
- Priority
- Filed
- Granted
- Expired
- Today
51 claims: 3 independent, 48 dependent
- 1A platform for establishing a wager associated with a gaming application, comprising:a processor that: receives a wager offer generated by a first user, wherein the wager offer is associated with a gaming application hosted by a remote server;presents the wager offer to a plurality of second users;receives a wager acceptance by a second user, the wager offer and the wager acceptance combining to form a wager between the first user and the second user;and generates a wager record in response to receiving the wager acceptance, the wager record associated with the wager between the first user and the second user and comprising a plurality of wager parameters;and a memory coupled to the processor that stores the wager record according to a wager record identifier.
- 24Broadest claimClaim Score 66, broad(NHIP)A method for establishing a wager associated with a gaming application, comprising:receiving a wager offer generated by a first user, wherein the wager offer is associated with a gaming application hosted by a remote server;presenting the wager offer to a plurality of second users;receiving a wager acceptance by a second user, the wager offer and the wager acceptance combining to form a wager between the first user and the second user;generating a wager record in response to receiving the wager acceptance, the wager record associated with the wager between the first user and the second user and comprising a plurality of wager parameters;and storing the wager record according to a wager record identifier.
- 39A system for establishing a wager associated with a gaming application, comprising:a server that hosts a gaming application for a plurality of users;a processor remotely coupled to the server that: receives a wager offer generated by a first user, wherein the wager offer is associated with the gaming application;presents the wager offer to a plurality of second users;receives a wager acceptance by a second user, the wager offer and the wager acceptance combining to form a wager between the first user and the second user;and generates a wager record in response to receiving the wager acceptance, the wager record associated with the wager between the first user and the second user and comprising a plurality of wager parameters;and a memory coupled to the processor that stores the wager record according to a wager record identifier.
Independent claims3
113 paragraphs in 6 sections, as filed
CROSS REFERENCE TO RELATED APPLICATION
0001This application is related to and claims the benefit of U.S. Provisional Application No. 60/305,149 filed Jul. 13, 2001; U.S. Provisional Application No. 60/323,597 filed Sep. 20, 2001; U.S. Provisional Application No. 60/305,151 filed Jul. 13, 2001; U.S. Provisional Application No. 60/305,150 filed Jul. 13, 2001; U.S. Provisional Application No. 60/305,147 filed Jul. 13, 2001; U.S. Provisional Application No. 60/305,146 filed Jul. 13, 2001; and U.S. Provisional Application No. 60/323,598 filed Sep. 20, 2001.
TECHNICAL FIELD OF THE INVENTION
0002This invention relates to online gaming and, more specifically, to a system and method for establishing a wager for a gaming application.
BACKGROUND OF THE INVENTION
0003The Internet and the increasing availability of broadband services has led to the proliferation of online gaming. Currently, however, online gaming suffers from many drawbacks. Primary among these is that current online gaming fails to allow players to compete for tangible prizes in a secure environment that does not rely upon trust among the competitors. Moreover, the online gaming experience does not provide incentive for a player to become a dedicated patron of any particular gaming environment. As a result, online gaming remains a mere hobby for most players.
SUMMARY OF THE INVENTION
0004In one embodiment of the invention, a system for providing enhanced services to users of a gaming application comprises a server and a platform remotely coupled to the server. The server executes a gaming application. The platform receives a request for enhanced services, and establishes an enhanced services session with a user of the gaming application in response to the request for enhanced services. The enhanced services session corresponds in time at least in part with the execution of the gaming application. The platform further provides enhanced services to the user of the gaming application during the enhanced services session.
0005In another embodiment, a system for managing game events comprises a first server, a second server, a processor remotely coupled to the first server and the second server, and a memory coupled to the processor. The first server executes a first gaming application, and monitors a first plurality of game events during the execution of the first gaming application. The first server further communicates first event information associated with at least one of the first plurality of game events. The second server executes a second gaming application, and monitors a second plurality of game events during the execution of the second gaming application. The second server further communicates second event information associated with at least one of the second plurality of game events. The processor receives the first event information and the second event information. The memory stores at least a portion of the first event information and the second event information.
0006In yet another embodiment, a system for generating statistics information comprises a server, a processor remotely coupled to the server, and a memory coupled to the processor. The server executes a gaming application and monitors a plurality of game events during the execution of the gaming application by a user. The server further communicates first event information associated with a first game event, and communicates second event information associated with a second game event. The processor receives the first event information, receives the second event information, and generates statistics information based at least in part upon the first event information and the second event information. The memory stores the statistics information.
0007In still another embodiment, a system for generating profile information for users of a gaming application comprises a server, a processor remotely coupled to the server, and a memory coupled to the processor. The server executes a gaming application and monitors a plurality of game events during the execution of the gaming application by a particular user. The server further communicates first event information associated with a first game event, and communicates second event information associated with a second game event. The processor receives the first event information and the second event information. The processor further generates profile information associated with the user based at least in part upon the first event information and the second event information. The memory stores the profile information.
0008In another embodiment, a system for providing game advice to a user of a gaming application comprises a server and a processor remotely coupled to the server. The server executes a gaming application and monitors a plurality of game events during the execution of the gaming application. The server further communicates event information associated with at least one game event. The processor receives the event information and generates game advice associated with the gaming application based at least in part upon the event information. The processor further presents the game advice to the user during the execution of the gaming application.
0009In yet another embodiment, a platform for matching users of a gaming application comprises a memory and a processor. The memory stores profile information for a plurality of users of a gaming application. The processor identifies profile information associated with a first user, and determines a subset of second users based at least in part upon the profile information and selection criteria. The processor further matches the first user against a selected second user in a competition associated with the execution of the gaming application.
0010In still another embodiment, a system for establishing a wager associated with a gaming application comprises a server, a processor remotely coupled to the server, and a memory coupled to the processor. The server hosts a gaming application for a plurality of users. The processor receives a wager offer generated by a first user, wherein the wager offer is associated with the gaming application. The processor further presents the wager offer to a plurality of second users, and receives a wager acceptance by a second user. The wager offer and the wager acceptance combine to form a wager between the first user and the second user. The processor further generates a wager record in response to receiving the wager acceptance. The wager record is associated with the wager between the first user and the second user, and comprises a plurality of wager parameters. The memory stores the wager record according to a wager record identifier.
0011In another embodiment, a system for determining the outcome of a wager associated with a gaming application comprises a server, a memory remotely coupled to the server, and a processor coupled to the memory. The server hosts a gaming application for a plurality of users, and monitors a plurality of game events during the execution of the gaming application. The server further communicates event information associated with at least one of the plurality of game events. The memory stores a plurality of wager records. At least one wager record is associated with a wager between a first user and a second user and comprises a plurality of wager parameters. The processor receives the event information during the execution of the gaming application, and determines the outcome of the wager based at least in part upon the event information and the wager parameters.
0012The invention has several important technical advantages. Various embodiments of the invention may have none, some or all of these advantages. A particular advantage of the system is that a platform may provide any combination of enhanced services to users of a gaming application hosted by a remote server. For example, the platform may provide event management, statistics generation, and user profiling services to the user with whom an enhanced services session is established. Other exemplary enhanced services include providing game advice, placing and settling wagers, and matching users of a gaming application in an “intelligent lobby”. By providing any or all of these enhanced services, the platform enriches the gaming experience of users participating in gaming applications hosted by remote servers.
0013Another advantage of the system is that the platform may simultaneously conduct enhanced services sessions with many users connected to the same or different remote servers. For example, the platform may conduct a first enhanced services session with one or more users connected to a first server hosting a gaming application. The platform may further conduct a second enhanced services session with the same or different users connected to a second server hosting the same or different gaming application. The first enhanced services session may correspond in time at least in part with the second enhanced services session. In this regard, the platform may simultaneously provide enhanced services to users coupled to many different remote servers. Other technical advantages will be readily apparent to one skilled in the art from the following description and claims.
BRIEF DESCRIPTION OF THE DRAWINGS
0014For a more complete understanding of the present invention and its advantages, reference is now made to the following description, taken in conjunction with the accompanying drawings, in which:
0015<figref idref="DRAWINGS">FIG. 1</figref> illustrates one embodiment of a system for providing enhanced services to a user of a gaming application according to the present invention;
0016<figref idref="DRAWINGS">FIG. 2</figref> illustrates one embodiment of event information maintained by the system of <figref idref="DRAWINGS">FIG. 1</figref>;
0017<figref idref="DRAWINGS">FIG. 3</figref> illustrates one embodiment of statistics information maintained by the system of <figref idref="DRAWINGS">FIG. 1</figref>;
0018<figref idref="DRAWINGS">FIG. 4</figref> illustrates exemplary statistics maintained by the system of <figref idref="DRAWINGS">FIG. 1</figref>;
0019<figref idref="DRAWINGS">FIG. 5</figref> illustrates one embodiment of profile information maintained by the system of <figref idref="DRAWINGS">FIG. 1</figref>;
0020<figref idref="DRAWINGS">FIG. 6</figref> illustrates one embodiment of a wager record maintained by the system of <figref idref="DRAWINGS">FIG. 1</figref>;
0021<figref idref="DRAWINGS">FIG. 7</figref> illustrates one embodiment of a method for providing enhanced services;
0022<figref idref="DRAWINGS">FIG. 8</figref> illustrates one embodiment of a method for providing game event management services;
0023<figref idref="DRAWINGS">FIG. 9</figref> illustrates one embodiment of a method for generating statistics information;
0024<figref idref="DRAWINGS">FIG. 10</figref> illustrates one embodiment of a method for generating profile information;
0025<figref idref="DRAWINGS">FIG. 11</figref> illustrates one embodiment of a method for providing game advice;
0026<figref idref="DRAWINGS">FIG. 12</figref> illustrates one embodiment of a method for matching users;
0027<figref idref="DRAWINGS">FIG. 13</figref> illustrates one embodiment of a method for establishing a wager; and
0028<figref idref="DRAWINGS">FIG. 14</figref> illustrates one embodiment of a method for settling a wager.
DETAILED DESCRIPTION OF EXAMPLE EMBODIMENTS OF THE INVENTION
0029<figref idref="DRAWINGS">FIG. 1</figref> illustrates a system <b>10</b> for executing gaming applications <b>114</b> in accordance with one embodiment of the present invention. System <b>10</b> includes network <b>100</b>, one or more clients <b>102</b>, one or more servers <b>104</b>, and a platform <b>106</b>. Other architectures and components of system <b>10</b> may be used without departing from the scope of this disclosure. In general, clients <b>102</b> participate in gaming applications <b>114</b> hosted by servers <b>104</b>. Platform <b>106</b> provides enhanced services associated with gaming applications <b>114</b> such as, for example, game event management, statistics generation, user profiling, wagering, user matching, and game advising. Platform <b>106</b> may provide other enhanced services without departing from the scope of this disclosure.
0030Network <b>100</b> couples clients <b>102</b>, servers <b>104</b>, and/or platform <b>106</b>. Network <b>100</b> facilitates wireless or wireline communication between the components of system <b>10</b>. Network <b>100</b> may, for example, communicate Internet Protocol (IP) packets, Frame Relay frames, Asynchronous Transfer Mode (ATM) cells, voice, video, data, and other suitable information between network addresses. Network <b>100</b> may include one or more local area networks (LANs), radio access networks (RANs), metropolitan area networks (MANs), wide area networks (WANs), interactive television networks, all or a portion of the global computer network known as the Internet, and/or any other communication system or systems at one or more locations.
0031Clients <b>102</b> comprise computer systems that include appropriate input devices, output devices, mass storage media, processors, memory, or other components for receiving, processing, storing, and/or communicating information with other components of system <b>10</b>. As used in this document, the term “computer” is intended to encompass a personal computer, workstation, network computer, wireless data port, wireless telephone, personal digital assistant (PDA), one or more processors within these or other devices, or any other suitable processing device. It will be understood that there may be any number of clients <b>102</b> coupled to network <b>100</b>. Clients <b>102</b> are generally operated by users to participate in gaming applications <b>114</b> hosted by server <b>104</b>, either as players or spectators.
0032Server <b>104</b> comprises an electronic computing device that includes a monitor module <b>110</b>, a gaming processor <b>112</b> that executes one or more gaming applications <b>114</b>, and an interface <b>116</b> to communicate with platform <b>106</b>. In a particular embodiment, server <b>104</b> further includes a lobby processor <b>118</b> that facilitates matching players of a particular gaming application <b>114</b>. It should be understood that lobby processor <b>118</b> and gaming processor <b>112</b> may reside on the same or different server <b>104</b>. Server <b>104</b> may be implemented using a general purpose personal computer (PC), a Macintosh, a workstation, a UNIX-based computer, a server computer, or any other suitable processing device. In general, each server <b>104</b> hosts the same or different gaming applications <b>114</b> for clients <b>102</b> over network <b>100</b>, monitors game events <b>120</b> generated by clients <b>102</b> using a monitor module <b>110</b>, and communicates event information <b>122</b> to platform <b>106</b> using interface <b>116</b>.
0033In one embodiment, server <b>104</b> comprises a web server (or a pool of servers). One function of web server <b>104</b> is to allow a client <b>102</b> to participate in gaming applications <b>114</b> over or from the Internet using a standard user interface language such as, for example, the HyperText Markup Language (HTML). For example, server <b>104</b> and clients <b>102</b> may maintain and execute a browser or other suitable program for accessing and communicating information addressed by a uniform resource locator (URL) using network <b>100</b>.
0034A gaming application <b>114</b> comprises any suitable game that may be played by one or more users of system <b>10</b>. Examples of gaming applications <b>114</b> include sports games, board games, arcade games, strategy games, adventure games, casino games, card games, dice games, and any other suitable games that may be played using system <b>10</b>.
0035Platform <b>106</b> comprises a central processing unit (CPU) associated with an operating system that executes instructions and manipulates information in accordance with the operation of system <b>10</b>. The CPU of platform <b>106</b> maintains and executes the instructions to implement an event manager <b>130</b>, a statistics manager <b>132</b>, a profile manager <b>134</b>, a lobby manager <b>136</b>, a game advisor <b>138</b>, a wager manager <b>140</b>, and a funds manager <b>142</b>. Although the various components of platform <b>106</b> are illustrated as separate modules, it should be understood that any suitable number and combination of engines or modules may be used to perform the various features and functionality of platform <b>106</b>. Each module described above with reference to platform <b>106</b> comprises any suitable combination of hardware and software in platform <b>106</b> to provide the described function or operation of the module. For example, modules may include program instructions, and the associated memory and processing components to execute the program instructions. Also, modules associated with platform <b>106</b> may be separate from or integral to other modules.
0036Platform <b>106</b> further comprises a memory <b>150</b> that may take the form of volatile or non-volatile memory including, without limitation, magnetic media, optical media, random access memory (RAM), read-only memory (ROM), removable media, or any other suitable local or remote memory component. Memory <b>150</b> may be separate from or integral to other memory devices in system <b>10</b>. In general, memory <b>150</b> stores event information <b>152</b>, statistics information <b>154</b>, profile information <b>156</b>, and wager records <b>158</b> in any suitable format including, for example, XML tables, flat files, comma-separated-value (CSV) files, SQL tables, relational database tables, objects, and others.
0000Enhanced Services
0037In one aspect of operation, users of clients <b>102</b> participating in gaming applications <b>114</b> hosted by a server <b>104</b> engage in an enhanced services session with platform <b>106</b>. Generally, platform <b>106</b> receives a request for enhanced services that is generated by a client <b>102</b> via an appropriate server <b>104</b>. The request for enhanced services may be generated by the client <b>102</b> in response to a log-in event; a game event <b>120</b>; input by a user of the client <b>102</b> such as, for example, instructions to initiate an enhanced services session; or any other suitable trigger.
0038In response to the request for enhanced services, platform <b>106</b> launches an enhanced services session with the particular client <b>102</b>. In particular, platform <b>106</b> establishes one or more communication paths to the appropriate clients <b>102</b> and/or servers <b>104</b>. In one embodiment, platform <b>106</b> establishes a communication path with the appropriate client <b>102</b> via an appropriate server <b>104</b>. In another embodiment, platform <b>106</b> establishes a communication path with the appropriate client <b>102</b> using a proprietary web server (not shown). In yet another embodiment, platform <b>106</b> establishes a direct communication path with the appropriate client <b>102</b> using network <b>100</b>. In all of these embodiments, the appropriate communication path is established such that platform <b>106</b> may provide enhanced services to the appropriate client <b>102</b>.
0039The enhanced services session corresponds in time at least in part with the execution of the gaming application <b>114</b> in which the user of client <b>102</b> participates. During the enhanced services session, platform <b>106</b> may provide event management, statistics generation, and user profiling services to the user of client <b>102</b> with whom the enhanced services session is established. Other exemplary enhanced services include providing game advice, placing and settling wagers, and matching users of a gaming application <b>114</b> in an “intelligent lobby”. In this regard, platform <b>106</b> enriches the gaming experience of users participating in gaming applications <b>114</b> hosted by servers <b>104</b>.
0040A particular advantage of system <b>10</b> is that platform <b>106</b> may simultaneously conduct enhanced services sessions with many clients <b>102</b> using the same or different servers <b>104</b>. For example, platform <b>106</b> may conduct a first enhanced services session with one or more clients <b>102</b> connected to a first server <b>104</b> hosting a gaming application <b>114</b>. Platform <b>106</b> may further conduct a second enhanced services session with the same or different clients <b>102</b> connected to a second server <b>104</b> hosting the same or different gaming application <b>114</b>. The second enhanced services session may be initiated in response to a second request for enhanced services issued by the client <b>102</b> of the second server <b>104</b>, and may correspond in time at least in part with the execution of the gaming application <b>114</b> in which the user participates. Moreover, the first enhanced services session may correspond in time at least in part with the second enhanced services session. In this regard, platform <b>106</b> may provide enhanced services to clients <b>102</b> coupled to many servers <b>104</b> simultaneously.
0000Game Event Management
0041During an enhanced services session, platform <b>106</b> may provide different types of enhanced services to users of a client <b>102</b>, such as game event management. While participating in a gaming application <b>114</b>, a client <b>102</b> generally initiates many game events <b>120</b>. A game event <b>120</b> comprises any combination of steps, moves, actions, such as an action undertaken by a user, or any other suitable events that occur within the context of a particular gaming application <b>114</b> that causes a change in the state of the gaming application <b>114</b>. For example, in a golf gaming application <b>114</b>, a game event <b>120</b> may comprise the selection of a golf club, the alignment of a golf shot, the execution of a golf shot, or any other golf-related activity performed by the user of the golf gaming application <b>114</b>.
0042To provide game event management services to the appropriate client <b>102</b> during an enhanced services session, monitor module <b>110</b> of server <b>104</b> monitors the various game events <b>120</b> that are performed by a client <b>102</b> participating in a gaming application <b>114</b>. Upon the performance of a game event <b>120</b>, as determined by monitor module <b>110</b>, interface <b>116</b> communicates corresponding event information <b>122</b> to platform <b>106</b>. Event information <b>122</b> comprises data detailing the parameters of the corresponding game event <b>120</b>. Event information <b>122</b> includes data detailing any number and combination of game events <b>120</b>. Event information <b>122</b> may further comprise end-of-game data associated with a user of a gaming application <b>114</b>, a gaming application <b>114</b>, or both.
0043Event manager <b>130</b> of platform <b>106</b> processes event information <b>122</b> to generate event information <b>152</b>. Event information <b>152</b> may comprise some or all of the data associated with event information <b>122</b> and generally comprises a log that may be used to reconstruct the sequence of game events <b>120</b> that occurred during the execution of a particular gaming application <b>114</b>. In a particular embodiment, server <b>104</b> processes event information <b>122</b> to generate event information <b>152</b> prior to communicating it to platform <b>106</b>. In this regard, server <b>104</b> filters event information <b>122</b>. Event information <b>152</b> may be stored in memory <b>150</b> and is described in greater detail with respect to FIG. <b>2</b>.
0044As described above, platform <b>106</b> may conduct enhanced services sessions with many clients <b>102</b> using the same or different servers <b>104</b>. With respect to game event management, therefore, event manager <b>130</b> may receive first event information <b>122</b> from a first server <b>104</b> monitoring the game events <b>120</b> of a first set of clients <b>102</b>, and event manager <b>130</b> may further receive event information <b>122</b> from any number of other servers <b>104</b>. For example, event manager <b>130</b> may receive second event information <b>122</b> from a second server <b>104</b> monitoring the game events <b>120</b> of a second set of clients <b>102</b>. The first event information <b>122</b> details the parameters of game events <b>120</b> associated with the first set of clients <b>102</b> coupled to the first server <b>104</b> whereas the second event information <b>122</b> details the parameters of game events <b>120</b> associated with the second set of clients <b>102</b> coupled to the second server <b>104</b>. Memory <b>150</b> stores first event information <b>152</b> as well as second event information <b>152</b>.
0045In general, the first and second servers <b>104</b> may execute the same or different gaming applications <b>114</b> substantially simultaneously and, therefore, may communicate first and second event information <b>122</b> to platform <b>106</b> substantially simultaneously as well. In this regard, platform <b>106</b> may provide event management services to clients <b>102</b> participating in gaming applications <b>114</b> hosted by many different servers <b>104</b>.
0046A particular advantage of system <b>10</b> is that game events <b>120</b> are monitored, and may even be processed, during the execution of the gaming application <b>114</b>. Therefore, event information <b>152</b> comprises intra-game information and data. Such intra-game data generally provides meaningful insight into the execution of a gaming application <b>114</b> by a user. Moreover, such intra-game data may be used to generate statistics or compile user profiles, as described in greater detail below. As a result, platform <b>106</b> is able to provide real-time enhanced services to clients <b>102</b> using real-time data.
0000Statistics Generation
0047During an enhanced services session, platform <b>106</b> may provide another type of enhanced service to users of a client <b>102</b>, such as statistics generation. In general, statistics manager <b>132</b> generates statistics information <b>154</b> based at least in part upon event information <b>152</b> (or <b>122</b>). In a particular embodiment, statistics manager <b>132</b> generates statistics information <b>154</b> based upon previously generated statistics information <b>154</b>. Statistics information <b>154</b> comprises data that is collected, sorted, organized, analyzed, or otherwise processed to define one or more quantitative and/or qualitative characteristics about a gaming application <b>114</b>, a user of a gaming application <b>114</b>, or both. Statistics information <b>154</b> may be stored in memory <b>150</b> and is described in greater detail with respect to <figref idref="DRAWINGS">FIGS. 3 and 4</figref>.
0048Statistics information <b>154</b> may be generated for particular users of clients <b>102</b> and for particular gaming applications <b>114</b>. For example, statistics information <b>154</b> may be generated for different players of a backgammon gaming application <b>114</b>. In this example, as each of the players triggers a game event <b>120</b> during the execution of the gaming application <b>114</b>, statistics manager <b>132</b> generates statistics information <b>154</b> based at least in part upon the resulting event information <b>152</b>. Statistics manager <b>132</b> may also generate statistics information <b>154</b> based upon end-of-game data communicated by server <b>104</b> about a gaming application <b>114</b>.
0049In this regard, statistics information <b>154</b> is based not only upon data that is collected and/or determined after a gaming application <b>114</b> is completed, but statistics information <b>154</b> is also based upon real-time data generated from within the gaming application <b>114</b>. Therefore, statistics information <b>154</b> reveals not only characteristics associated with the outcome of a gaming application <b>114</b>, but also characteristics associated with how particular players play a gaming application <b>114</b>. A particular advantage of this sort of real-time statistics generation is that platform <b>106</b> may then present statistics information <b>154</b> to users of clients <b>102</b> during the execution of a gaming application <b>114</b>. The users of clients <b>102</b> may then use statistics information <b>154</b> to determine strengths and weaknesses of an opponent or the user; to modify a playing strategy; or to offer or accept a wager. All of this can be performed during and/or after the execution of a gaming application <b>114</b>.
0050Another advantage of statistics manager <b>132</b> is that it may compare first statistics information <b>154</b>, such as statistics information <b>154</b> associated with a particular user, with second statistics information <b>154</b>, such as statistics information <b>154</b> associated with the same or different user. Platform <b>106</b> may then provide any number and combination of enhanced services to any number and combination of users based upon this comparison of statistics information <b>154</b>. For example, platform <b>106</b> may audit the execution of a gaming application <b>114</b> by a particular user by comparing any combination of event information <b>152</b>, statistics information <b>154</b>, and profile information <b>156</b> associated with the user. Platform <b>106</b> may further measure any combination of event information <b>152</b>, statistics information <b>154</b>, and profile information <b>156</b> against certain predetermined thresholds associated with the user. In this regard, platform <b>106</b> may determine whether the user is playing a particular gaming application <b>114</b> at an expected skill level. Such an audit of player performance may reveal cheating or other anti-competitive behavior.
0051As described above, platform <b>106</b> may conduct enhanced services sessions with many clients <b>102</b> using the same or different servers <b>104</b>. With respect to statistics generation, in one embodiment, statistics manager <b>132</b> may generate statistics information <b>154</b> based upon event information <b>122</b> received from a first server <b>104</b> monitoring the game events <b>120</b> of a first set of clients <b>102</b> participating in one or more gaming applications <b>114</b>, and further based upon event information <b>122</b> received from the same server <b>104</b> or any number of other servers <b>104</b> monitoring the game events <b>120</b> of any number of the same or different clients <b>102</b> participating in the same or different gaming applications <b>114</b>.
0052In this regard, the statistics information <b>154</b> generated by statistics manager <b>132</b> is robust and based upon a large sampling of data. Moreover, this technique allows statistics manager <b>132</b> to provide statistics generation services to clients <b>102</b> participating in gaming applications <b>114</b> hosted by many different servers <b>104</b>. In other embodiments, the statistics information <b>154</b> may be based solely upon event information <b>152</b> (or <b>122</b>) received from a particular server <b>104</b>. This allows statistics manager <b>132</b> to generate statistics information <b>154</b> that is focused upon a particular user or gaming application <b>114</b>.
0000User Profiling
0053During an enhanced services session, platform <b>106</b> may provide yet another type of enhanced service to users of clients <b>102</b>, such as user profiling. In general, profile manager <b>134</b> generates profile information <b>156</b> for users of clients <b>102</b>. Profile information <b>156</b> comprises a summary or analysis of any suitable qualitative and/or quantitative data that represents various features or characteristics about each particular user, such as, for example, financial data, statistical data, and user attributes. Profile manager <b>134</b> may generate profile information <b>156</b> based upon one or more of information and data entered by particular users; event information <b>152</b> (or <b>122</b>); statistics information <b>154</b>; and wager records <b>158</b>. Profile information <b>156</b> may be stored in memory <b>150</b> and is described in greater detail with respect to FIG. <b>5</b>. For example, system <b>10</b> can determine how aggressive a user is with the doubling dice in a backgammon gaming application <b>114</b>; how often a user drives on the shoulder in a car racing gaming application <b>114</b>; or which golf club a user prefers on a particular hole of a golf gaming application <b>114</b>.
0054As described above, platform <b>106</b> may conduct enhanced services sessions with many clients <b>102</b> using the same or different servers <b>104</b>. With respect to user profiling, profile manager <b>134</b> may generate profile information <b>156</b> based upon information and data received from clients <b>102</b> coupled to one or more different servers <b>104</b> at the same or different times. For example, profile manager <b>134</b> may generate profile information <b>156</b> based upon event information <b>122</b> (or <b>152</b>) that is received from any number and combination of servers <b>104</b>. In another example, profile manager <b>134</b> may generate profile information <b>156</b> based upon statistics information <b>154</b> compiled from event information <b>122</b> (or <b>152</b>) that is received from any number and combination of servers <b>104</b>.
0055Profile manager <b>134</b> may generate and/or update profile information <b>156</b> for particular users over time. For example, profile manager <b>134</b> may start generating profile information <b>156</b> for a particular user when a user first registers with system <b>10</b> and, thereafter, may update profile information <b>156</b> for that particular user each time the user participates in system <b>10</b>—either as a player, a spectator, or a wagerer—using the same or different servers <b>104</b>. Therefore, a user may play a backgammon gaming application <b>114</b> using a first server <b>104</b> and, at a later time, watch a chess gaming application <b>114</b> using a second server <b>104</b> and, at a still later time, wager on a golf gaming application <b>114</b> using a third server <b>104</b>. Profile manager <b>132</b> may update profile information <b>156</b> for the user to include various characteristics about the user participating in each of these activities. With respect to playing a gaming application <b>114</b>, for example, the profile information <b>156</b> may reflect how the user plays. With respect to watching a gaming application <b>114</b>, for example, the profile information <b>156</b> may reflect what the user watches. With respect to wagering on a gaming application <b>114</b>, for example, the profile information <b>156</b> may reflect how much the user prefers to wager.
0056Platform <b>106</b> uses profile information <b>156</b> to provide a host of other enhanced services, described in greater detail below. For example, lobby manager <b>136</b> may use profile information <b>156</b> to rank and/or match players of a particular gaming application <b>114</b>. Game advisor <b>138</b> may use profile information <b>156</b> to provide advice to a player on how to play a particular gaming application <b>114</b>. Wager manager <b>140</b> may use profile information <b>156</b> to provide a user of a client <b>102</b> with an opportunity to offer or accept a wager regarding a gaming application <b>114</b>.
0000Matching Users in an “Intelligent Lobby”
0057During an enhanced services session, platform <b>106</b> may provide yet another type of enhanced service to users of a client <b>102</b>, such as matching users of a gaming application <b>114</b> in an “intelligent lobby”. Generally, a “lobby” is an online environment where players of gaming applications <b>114</b> meet one another and decide to play a gaming application <b>114</b> against each other. Lobby manager <b>136</b> creates an “intelligent lobby” in which players of gaming applications <b>114</b> are sorted, filtered, and presented to other players using profile information <b>156</b>. Lobby processor <b>118</b> generally supports these efforts to match players of a gaming application <b>114</b>. In a particular embodiment, lobby manager <b>136</b> matches players of gaming applications <b>114</b> against each other based at least in part upon profile information <b>156</b>. In another embodiment, lobby manager <b>136</b> creates tournaments for gaming applications <b>114</b> by ranking players and arranging multiple rounds of competition using profile information <b>156</b>. In this regard, lobby manager <b>136</b> creates a positive player experience by helping players find the right opponents.
0000Game Advice
0058During an enhanced services session, platform <b>106</b> may provide still another type of enhanced service to users of a client <b>102</b>, such as providing game advice associated with a gaming application <b>114</b>. Game advisor <b>138</b> presents game advice to players of a gaming application <b>114</b> during the execution of the gaming application <b>114</b> based upon various types of information about a player, an opponent, a wager, a gaming application <b>114</b>, or any combination thereof. For example, game advisor <b>138</b> may provide game advice based upon any combination of event information <b>152</b> (or <b>122</b>), statistics information <b>154</b>, and profile information <b>156</b> of any suitable user of system <b>10</b>. In a particular embodiment where a user may have a wager in place, game advisor <b>138</b> may provide game advice based upon the parameters of various wager records <b>158</b>.
0059The game advice provided to a user generally comprises various options, strategies, suggestions, or any other suitable information that may be used to invoke a subsequent game event <b>120</b>. In a particular embodiment, game advisor <b>138</b> may provide advice on whether to place and/or accept a wager, the parameters of the wager, and other wager-related information. A particular advantage of game advisor <b>138</b> is that the game advice is provided to the players during the execution of the gaming application <b>114</b> using real-time data.
0060As described above, platform <b>106</b> may conduct enhanced services sessions with many clients <b>102</b> using the same or different servers <b>104</b>. With respect to game advice services, game advisor <b>138</b> may provide game advice to players of a gaming application <b>114</b> hosted by a first server <b>104</b> using information collected from the first server <b>104</b> or from a second server <b>104</b>. For example, a player of a first chess game hosted by a first server <b>104</b> may receive game advice that is based upon game events <b>120</b> initiated by the same or different opponent playing a second chess game hosted by the first server <b>104</b> or the second server <b>104</b>. The opponent may be currently playing or have previously played the second chess game. In this regard, game advisor <b>138</b> accesses a wider range of data to provide more robust game advice to players.
0061Moreover, game advisor <b>138</b> may provide first game advice to players of a first gaming application <b>114</b> and second game advice to players of a second gaming application <b>114</b>. The first and second gaming applications <b>114</b> may be the same or different online games hosted by the same or different server <b>104</b>. In this regard, game advisor <b>138</b> may provide different game advice to many different players of gaming applications <b>114</b> in system <b>10</b> at the same time.
0000Placing and Settling Wagers
0062During an enhanced services session, platform <b>106</b> may provide another type of enhanced service to users of a client <b>102</b>, such as placing and settling wagers. Wager manager <b>140</b> facilitates placing and settling wagers among users of system <b>10</b>. With respect to placing wagers, in one embodiment, wager manager <b>140</b> presents an appropriate graphical user interface, such as a “wager window” to a user during the execution of a gaming application <b>114</b>. The wager window may be presented in response to a game event <b>120</b>, event information <b>152</b>, a request issued by a user, or any other suitable trigger. The wager window may be used to generate a wager offer.
0063The wager offer generally includes the parameters of the wager, such as the amount of the wager, the subject matter of the wager, a target of the wager offer, and the like. Wager manager <b>140</b> presents the wager offer to particular targets as specified in the wager offer, as specified by profile information <b>156</b>, or according to any other suitable criteria. If one or more targets accept the wager offer, then wager manager <b>140</b> creates a corresponding number of wager records <b>158</b>. Each wager record <b>158</b> defines the terms and conditions of the wager in various wager parameters, including the wager event, the wager value, and various wager conditions, and is stored by memory <b>150</b>. The wager event is the subject matter of the wager, and generally involves a game event <b>120</b> associated with a gaming application <b>114</b>. For example, the wager event may comprise an action performed during the execution of a gaming application <b>114</b> that changes the state of the gaming application <b>114</b>. The outcome of a particular wager may be determined, at least in part, based upon the occurrence or non-occurrence of an associated wager event.
0064A particular advantage of wager manager <b>140</b> is that it allows a user to generate a wager offer before, during, or after the execution of a gaming application <b>114</b>. This allows players to make a side bet, for example, during game play. By providing the GUI to the user without requiring the user to navigate to another web-site or to log-on with a separate server dedicated to establishing wagers, the ability to generate a wager offer is integrated into the gaming experience.
0065As described above, platform <b>106</b> may conduct enhanced services sessions with many clients <b>102</b> using the same or different servers <b>104</b>. With respect to wagering services, wager manager <b>140</b> may facilitate wagers between clients <b>102</b> coupled to the same or different servers <b>104</b> and participating in the same or different gaming applications <b>114</b>. For example, wager manager <b>140</b> may receive a wager offer from a user of client <b>102</b> coupled to a first server <b>104</b> for presentation to users of clients <b>102</b> coupled to the same first server <b>104</b> or to clients <b>102</b> coupled to any number of other servers <b>104</b>. Moreover, wager manager <b>140</b> may receive an acceptance to the wager offer from users of clients <b>102</b> coupled to the same or different servers <b>104</b> and participating in the same or different gaming applications <b>114</b>. In this regard, wager manager <b>140</b> provides a wider wagering audience for users of system <b>10</b>.
0066With respect to settling wagers, in one embodiment, wager manager <b>140</b> determines the outcome of a wager based at least in part upon event information <b>152</b> (or <b>122</b>) and the wager parameters specified in the corresponding wager record <b>158</b>. For example, wager manager <b>140</b> may determine the outcome of a wager based upon event information <b>152</b> and a wager event specified in a wager record <b>158</b>. The event information <b>152</b> (or <b>122</b>) used by wager manager <b>140</b> is communicated by an appropriate server <b>104</b> and provides details about game events <b>120</b> that are relevant to the outcome of the wager. As a result of the real-time event monitoring capabilities of platform <b>106</b>, wager manager <b>140</b> can determine the outcome of a wager in real-time and allows a user to formulate a wager based upon intra-game events <b>120</b>. In particular embodiments, wager manager <b>140</b> in combination with funds manager <b>142</b> operates to transfer funds between accounts of participants of a wager based upon the determined outcome of the wager. This type of wager settlement may occur at any appropriate time after the outcome of the wager is determined.
0067<figref idref="DRAWINGS">FIG. 2</figref> illustrates the contents of event information <b>152</b> stored in a table of memory <b>150</b>. Event information <b>152</b> comprises data detailing the parameters of a corresponding game event <b>120</b>. Event information <b>152</b> may comprise some or all of the event information <b>122</b> communicated by a corresponding server <b>104</b>. Each entry of the table includes a record identifier <b>200</b>, a game identifier <b>202</b>, a user identifier <b>204</b>, an event type <b>206</b>, an event value <b>208</b>, and an event time <b>210</b>. Record identifier <b>200</b> comprises information identifying each unique record of event information <b>152</b>. A particular record identifier <b>200</b> may correspond to a particular game event <b>120</b>. Game identifier <b>202</b> comprises information identifying the gaming application <b>114</b> associated with a particular record of event information <b>152</b>. User identifier <b>204</b> comprises information identifying a particular user of a client <b>102</b> associated with a particular record of event information <b>152</b>. Event type <b>206</b> identifies the type of game event <b>120</b> associated with a particular record of event information <b>152</b>. Event value <b>208</b> comprises information quantifying the game event <b>120</b> associated with a particular record of event information <b>152</b>. Event time <b>210</b> comprises information describing the time at which the particular game event <b>120</b> occurs.
0068<figref idref="DRAWINGS">FIG. 3</figref> illustrates the contents of statistics information <b>154</b> stored in a table of memory <b>150</b>. Each entry of the table includes a record identifier <b>250</b>, a game identifier <b>252</b>, a user identifier <b>254</b>, a statistic type <b>256</b>, and a statistic value <b>258</b>. Record identifier <b>250</b> comprises information identifying a particular record of statistics information <b>154</b>. Particular statistics information <b>154</b> may be associated with particular types of gaming applications <b>114</b>. Therefore, game identifier <b>252</b> comprises information identifying a particular gaming application <b>114</b> with which a particular record of statistics information <b>154</b> is associated. Statistics information <b>154</b> may be maintained according to particular users playing particular gaming applications <b>114</b>. Therefore, user identifier <b>254</b> comprises information identifying a particular user of a client <b>102</b> associated with the particular record of statistics information <b>154</b>. Statistics manager <b>132</b> may maintain statistics information <b>154</b> of varying statistic types <b>256</b> according to the type of gaming application <b>114</b>. Therefore, statistic type <b>256</b> comprises the type of statistic that is maintained in a particular record of statistics information <b>154</b>. Statistic value <b>258</b> comprises information quantifying the statistics information <b>154</b> of a particular statistic type <b>256</b> for each record.
0069<figref idref="DRAWINGS">FIG. 4</figref> illustrates various statistic types <b>256</b> according to the various gaming applications <b>114</b>. Although <figref idref="DRAWINGS">FIG. 4</figref> illustrates statistic types <b>256</b> for chess, golf, and backgammon, it should be understood that statistics manager <b>132</b> may maintain any combination of statistic types <b>256</b> for any number of gaming applications <b>114</b>. All of these statistics can be maintained for an individual game or as an average across several games over time.
0070<figref idref="DRAWINGS">FIG. 5</figref> illustrates the contents of profile information <b>156</b> stored in a table of memory <b>150</b>. Each entry of profile information <b>156</b> includes a record identifier <b>270</b>, a user identifier <b>272</b>, account information <b>274</b>, statistics information <b>154</b>, and user attributes such as, for example, wagering parameters <b>276</b> and user characteristics <b>278</b>. In some embodiments, profile information <b>156</b> further includes selection criteria <b>280</b>. In other embodiments, a user provides selection criteria <b>280</b> upon entering the “intelligent lobby”. In still further embodiments, profile information <b>156</b> includes previously provided selection criteria <b>280</b> and a user may provide additional or new selection criteria <b>280</b> upon entering the “intelligent lobby”.
0071Record identifier <b>270</b> comprises information used to identify a particular user profile of profile information <b>156</b>. User identifier <b>272</b> comprises information used to identify the particular user of client <b>102</b> for whom a specific user profile of profile information <b>156</b> is maintained. In general, profile manager <b>134</b> maintains a user profile for each user of system <b>10</b>. For each user profile, account information <b>274</b> comprises financial information such as, for example, credit limits, balance, credit history, and any other suitable financial information associated with a particular user. Statistics information <b>154</b> is illustrated in greater detail with respect to FIG. <b>3</b>. Profile information <b>156</b> arranges statistics information <b>154</b> according to particular users in the corresponding user profiles.
0072Wagering parameters <b>276</b> comprise information identifying wager limits, current wagers, wager preferences, wager frequency, wager minimums and maximums, risk tolerance, and any other suitable wagering parameters associated with a particular user. User characteristics <b>278</b> comprise information identifying the playing style of a particular user. For example, user characteristics <b>278</b> may include the number of disconnects a particular user performs during the execution of a gaming application <b>114</b>; the connection speed of a particular client <b>102</b> (e.g. broadband, or dial-up access); the average response time to perform a game event <b>120</b>; evaluations of a particular user by other users of system <b>10</b>; a ranking of the user among peer players for a particular gaming application <b>114</b>; the geography of the particular user; and any other suitable characteristics about a particular user.
0073Selection criteria <b>280</b> comprises any suitable criteria used to select prospective opponents for a particular gaming application <b>114</b> such as, for example, wager criteria (e.g. wager size, wager type, wager frequency); skill criteria (e.g. skill level, ranking, skill weakness/strengths); player strategy (e.g. aggressive, conservative); and any other suitable selection criteria.
0074<figref idref="DRAWINGS">FIG. 6</figref> illustrates the contents of wager records <b>158</b> stored in a table of memory <b>150</b>. Each wager record <b>158</b> includes a record identifier <b>300</b>, a first user identifier <b>302</b>, a second user identifier <b>304</b>, a server identifier <b>306</b>, and wager parameters such as a wager event <b>308</b>, a wager value <b>310</b>, and wager conditions <b>312</b>. Record identifier <b>300</b> comprises information used to identify a particular wager record <b>158</b>. User identifier <b>302</b> comprises information used to identify a first participant of the wager and user identifier <b>304</b> comprises information used to identify the second participant of a particular wager. Server identifier <b>306</b> comprises information used to identify the servers <b>104</b> associated with a particular wager. For example, platform <b>106</b> may receive event information <b>122</b> from various servers <b>104</b> that may be used to determine the outcome of a particular wager. These servers <b>104</b> are identified using server identifiers <b>306</b>.
0075Wager parameters <b>308</b>, <b>310</b>, and <b>312</b> define the terms and conditions of the wager record <b>158</b>. For example, wager event <b>308</b> comprises information used to identify a particular event, such as a game event <b>120</b>, that determines the outcome of the wager. Wager value <b>310</b> comprises information used to identify the value of the particular wager record <b>158</b>. Wager conditions <b>312</b> comprise information used to identify any other parameters associated with the wager. For example, wager conditions <b>312</b> may comprise time limits for the particular wager, various rules to be applied to the wager, and any other suitable wager parameter.
0076<figref idref="DRAWINGS">FIG. 7</figref> illustrates a flowchart of an exemplary method for providing enhanced services. The method begins at step <b>400</b> where server <b>104</b> executes one or more gaming applications <b>114</b>. At step <b>402</b>, server <b>104</b> and/or platform <b>106</b> receives a request for enhanced services. At step <b>404</b>, platform <b>106</b> establishes an enhanced services session with the user of the gaming application <b>114</b> in response to the request for enhanced services received at step <b>402</b>. In general, the enhanced services session corresponds in time at least in part with the execution of a gaming application <b>114</b> by server <b>104</b>.
0077Platform <b>106</b> provides enhanced services to the user of the gaming application <b>114</b> during the enhanced services session at step <b>406</b>. In particular, platform <b>106</b> may provide event management services, described in more detail with reference to <figref idref="DRAWINGS">FIG. 8</figref>; statistics generation, described in more detail with reference to <figref idref="DRAWINGS">FIG. 9</figref>; and user profiling services, described in more detail with reference to FIG. <b>10</b>. Platform <b>106</b> may further match players in an “intelligent lobby”, as described further in <figref idref="DRAWINGS">FIG. 11</figref>; provide game advice, as described further in <figref idref="DRAWINGS">FIG. 12</figref>; and provide wagering services, as described further in <figref idref="DRAWINGS">FIGS. 13 and 14</figref>. In this regard, platform <b>106</b> enriches the gaming experience of users participating in gaming applications <b>114</b> hosted by servers <b>104</b>.
0078A particular advantage of system <b>10</b> is that platform <b>106</b> may simultaneously conduct enhanced services sessions with many clients <b>102</b> using the same or different servers <b>104</b>. Therefore, steps <b>400</b><i>a</i>, <b>402</b><i>a</i>, and <b>404</b><i>a </i>illustrate that platform <b>106</b> conducts a first enhanced services session with a client <b>102</b> coupled to a first server. Steps <b>400</b><i>b</i>, <b>402</b><i>b</i>, and <b>404</b><i>b </i>illustrate that platform <b>106</b> conducts additional enhanced services sessions with any number of additional clients <b>102</b> coupled to the same or different servers <b>104</b>. These additional enhanced services sessions may overlap in time with any portion of any other enhanced services session conducted by platform <b>106</b>.
0079<figref idref="DRAWINGS">FIG. 8</figref> illustrates a flowchart of an exemplary method for providing game event management services. The method begins at step <b>412</b>, where a server <b>104</b> monitors a plurality of game events <b>120</b>. At step <b>414</b>, the server <b>104</b> determines whether a game event <b>120</b> has occurred. If no game event <b>120</b> has occurred, as determined at step <b>414</b>, execution returns to step <b>412</b>. If a game event <b>120</b> has occurred, execution proceeds to step <b>416</b> where the server <b>104</b> communicates event information <b>122</b>. In a particular embodiment, server <b>104</b> processes event information <b>122</b> prior to communicating it to platform <b>106</b>. At step <b>418</b>, platform <b>106</b> receives event information <b>122</b> and may process it accordingly. For example, platform <b>106</b> may filter, format, or otherwise process event information <b>122</b> to generate event information <b>152</b>.
0080A particular advantage of system <b>10</b> is that platform <b>106</b> may conduct enhanced services sessions with many clients <b>102</b> using the same or different servers <b>104</b>. With respect to game event management services, therefore, event manager <b>130</b> may receive first event information <b>122</b> from a first server <b>104</b> monitoring the game events <b>120</b> of a first set of clients <b>102</b>, as described with reference to first path <b>420</b>. Event manager <b>130</b> may further receive event information <b>122</b> from any number of other servers <b>104</b>, as illustrated with reference to path <b>422</b>. For example, event manager <b>130</b> may receive second event information <b>122</b> from a second server <b>104</b> monitoring the game events <b>120</b> of a second set of clients <b>102</b>. Memory <b>150</b> stores first event information <b>152</b> and second event information <b>152</b>, at step <b>424</b>. Event manager <b>130</b> determines whether the particular gaming application <b>114</b> being monitored has ended at step <b>426</b>. If not, execution returns to step <b>412</b>. If so, execution terminates at step <b>428</b>. Event information <b>152</b> may be used by other modules of platform <b>106</b> to provide enhanced services to users of system <b>10</b>.
0081<figref idref="DRAWINGS">FIG. 9</figref> illustrates a flowchart of an exemplary method for generating statistics information <b>154</b>. The method begins at step <b>430</b>, where statistics manager <b>132</b> identifies the type of statistic to be generated. For the particular statistic type identified at step <b>430</b>, statistics manager <b>132</b> identifies the parameters to be used for the corresponding statistic algorithm, at step <b>432</b>. The statistic algorithm sorts, analyzes, or otherwise processes data to define one or more quantitative and/or qualitative characteristics about a gaming application <b>114</b>, a user of a gaming application <b>114</b>, or both. Statistics manager <b>132</b> extracts the appropriate data for the statistic algorithm, at step <b>434</b>. For example, statistics manager <b>132</b> may extract event information <b>152</b> from memory <b>150</b> and/or previously generated statistics information <b>154</b> from memory <b>150</b>. Statistics manager <b>132</b> applies the appropriate statistics algorithm at step <b>436</b> and generates a statistic value at step <b>438</b>. Memory <b>150</b> stores the resulting statistics information <b>154</b> in an appropriate record associated with either or both of gaming application <b>114</b> and a user of gaming application <b>114</b>. Execution terminates at step <b>442</b>. Statistics information <b>154</b> may be used by other modules of platform <b>106</b> to provide enhanced services to users of system <b>10</b>.
0082<figref idref="DRAWINGS">FIG. 10</figref> illustrates a flowchart of an exemplary method for generating profile information <b>156</b>. The method begins at step <b>450</b> where profile manager <b>134</b> identifies an appropriate user for whom profile information <b>156</b> will be generated. Profile manager <b>134</b> gathers profile data entered by the user at step <b>452</b>. Examples of such profile data include account information, selection criteria, and various other user attributes provided by the user. At step <b>454</b>, profile manager <b>134</b> gathers the event information <b>152</b> associated with the user identified at step <b>450</b>. Examples of such event information include various user attributes gleaned from game events <b>120</b> performed by the user during the execution of a gaming application <b>114</b>. At step <b>456</b>, profile manager <b>134</b> gathers statistics information <b>154</b> associated with the user. At step <b>458</b>, profile manager <b>134</b> gathers wager records <b>158</b> associated with the user. Profile manager <b>134</b> generates profile information <b>156</b> for the user at step <b>460</b> based upon any combination of the information gathered at steps <b>452</b> through <b>458</b>. As described above, profile manager <b>134</b> may generate and/or update profile information <b>156</b> for particular users of system <b>10</b> over time. Memory <b>150</b> stores profile information <b>156</b> at step <b>462</b> in an appropriate record associated with the user. Execution terminates at step <b>464</b>. The other components of platform <b>106</b> may use profile information <b>156</b> to provide enhanced services to users of system <b>10</b>.
0083<figref idref="DRAWINGS">FIG. 11</figref> illustrates a flowchart of an exemplary method for providing game advice to users of system <b>10</b>. The method begins at step <b>480</b> where game advisor <b>138</b> initiates game advice services on behalf of one or more users of system <b>10</b>. The game advice services may be initiated in response to a request by a particular user, the occurrence of a particular game event <b>120</b>, event information <b>152</b>, a wager, or any other suitable trigger. Execution proceeds to step <b>482</b> where game advisor <b>138</b> determines the context of the game advice. For example, game advisor <b>138</b> determines any combination of the gaming application <b>114</b> for which the game advice will be provided; the state of the gaming application <b>114</b>; the participants in the gaming application <b>114</b> such as, for example, the user issuing a request for game advice, the opponent, and any other participants of the gaming application <b>114</b>; and any relevant wagers currently in place involving any of the participants of the gaming application <b>114</b>.
0084At step <b>484</b>, game advisor <b>138</b> gathers information used to generate the game advice. Examples of this information include event information <b>152</b> associated with the gaming application <b>114</b> for which the game advice will be provided. This event information <b>152</b> may be associated with the current execution of the gaming application <b>114</b>, or any previous execution of the gaming application <b>114</b>, on the same or different server <b>104</b> by the same or different user. Game advisor <b>138</b> may further gather event information <b>152</b> associated with other gaming applications <b>114</b> currently or previously executed on the same or different server <b>104</b> by the same or different user. In this regard, game advisor <b>138</b> may analyze event information <b>152</b> from any combination of users, opponents, or other participants of the same or different gaming application <b>114</b> currently being executed or previously executed on the same or different server <b>104</b>. In addition to event information <b>152</b>, game advisor <b>138</b> may gather statistics information <b>154</b>, profile information <b>156</b>, and wager records <b>158</b> associated with any combination of users of system <b>10</b>.
0085Execution proceeds to step <b>486</b>, where game advisor <b>138</b> generates game advice based upon any combination of information gathered at step <b>484</b>. In a particular embodiment, the game advice comprises wager advice such as, for example, whether to place and/or accept a wager, the parameters of the wager, and any other suitable wager-related information. Game advisor <b>138</b> communicates the game advice to one or more users at step <b>488</b>. In general, the game advice is communicated during the execution of a gaming application <b>114</b> for which the game advice is provided. Execution terminates at step <b>490</b>.
0086<figref idref="DRAWINGS">FIG. 12</figref> illustrates a flowchart of an exemplary method for matching users of system <b>10</b> in a competition associated with the execution of a gaming application <b>114</b>. The method begins at step <b>500</b> where users of system <b>10</b> enter an “intelligent lobby”. “The intelligent lobby” may be associated with one or more gaming applications <b>114</b>. At step <b>502</b>, lobby manager <b>136</b> gathers profile information <b>156</b> for any number and combination of users in system <b>10</b>. For example, lobby manager <b>136</b> may gather profile information <b>156</b> such as statistics information <b>154</b>, wagering parameters <b>276</b>, and user characteristics <b>278</b> associated with particular users of system <b>10</b>. At step <b>504</b>, lobby manager <b>136</b> gathers selection criteria <b>280</b> for any number and combination of users of system <b>10</b>. Selection criteria <b>280</b> is used to select prospective opponents for a particular user and may be provided by a user upon entering the “intelligent lobby,” may be stored in profile information <b>156</b>, or both. Upon gathering profile information <b>156</b> and selection criteria <b>280</b>, lobby manager <b>136</b> matches users in a competition associated with the execution of a particular gaming application <b>114</b> using one or more different matching techniques, as illustrated by paths <b>506</b>, <b>508</b>, and <b>510</b>.
0087Referring to path <b>506</b>, lobby manager <b>136</b> selects a first user at step <b>520</b> based upon, for example, profile information <b>156</b> associated with the first user and/or selection criteria <b>280</b> associated with any other user of system <b>10</b>. Lobby manager <b>136</b> selects a second user at step <b>522</b> based upon, for example, profile information <b>156</b> associated with the second user and/or selection criteria <b>280</b> associated with the first user selected at step <b>520</b>. Execution proceeds to step <b>524</b>, where lobby manager <b>136</b> matches the first user selected at step <b>520</b> against the second user selected at step <b>522</b> in a competition associated with the execution of a particular gaming application <b>114</b> based upon profile information <b>156</b> and/or selection criteria <b>280</b> of the first and second users.
0088Referring to path <b>508</b>, lobby manager <b>136</b> determines subsets of users at step <b>530</b> based upon, for example, profile information <b>156</b>. For example, lobby manager <b>136</b> may determine a first subset of users and a second subset of users. From here, lobby manager <b>136</b> may match users from within particular subsets against each other in a competition associated with the execution of the gaming application <b>114</b>, at step <b>532</b>. For example, lobby manager <b>136</b> may match first and second users from the first subset of users and match third and fourth users from the second subset of users.
0089Alternatively, or in addition, lobby manager <b>136</b> may match users from among different subsets against each other in a competition associated with the execution of the gaming application <b>114</b>, at step <b>534</b>. For example, lobby manager <b>136</b> may match a first user from the first subset of users with a second user from a second subset of users. In this regard, lobby manager <b>136</b> may establish a tournament for a particular gaming application in which several users compete against each other in multiple rounds of competition. The users are generally selected based upon profile information <b>156</b> and/or selection criteria <b>280</b> associated with any combination of users.
0090Referring to path <b>510</b>, lobby manager <b>136</b> identifies profile information <b>156</b> associated with a particular first user at step <b>540</b>. Lobby manager <b>136</b> determines a subset of second users based upon, for example, selection criteria <b>280</b> and profile information <b>156</b>, at step <b>542</b>. For example, lobby manager <b>136</b> may determine the subset of second users by comparing selection criteria <b>280</b> associated with the first users identified at step <b>540</b> with profile information <b>156</b> associated with all of the other users. In another embodiment, lobby manager <b>136</b> determines the subset of second users by comparing selection criteria <b>280</b> associated with the second users with profile information <b>156</b> associated with the first user identified at step <b>540</b>. In yet another embodiment, lobby manager <b>136</b> determines the subset of second users based at least in part upon profile information <b>156</b> associated with the first user and the second users, and selection criteria <b>280</b> associated with the first user and the second users.
0091At step <b>544</b>, lobby manager <b>136</b> matches the first user selected at step <b>540</b> against a selected second user from the subset of second users selected at step <b>542</b>. In one embodiment, lobby manager <b>136</b> selects the second user according to profile information <b>156</b> and selection criteria <b>280</b>. In another embodiment, the first user identified at step <b>540</b> selects from among the subset of second users determined at step <b>542</b>. In this regard, a user of system <b>10</b> can enter an “intelligent lobby” associated with a gaming application <b>114</b> and be presented with a list of suitable opponents from which the first user may select a particular opponent. Execution terminates at step <b>550</b>.
0092<figref idref="DRAWINGS">FIG. 13</figref> illustrates a flowchart of an exemplary method for establishing a wager between users of system <b>10</b>. The method begins at step <b>600</b> where wager manager <b>140</b> presents a wager window to the user of a gaming application <b>114</b>. The wager window may be presented at any time before, during, or after the execution of a particular gaming application <b>114</b>. For example, wager manager <b>140</b> may present the wager window to a user of a gaming application <b>114</b> in response to a particular game event <b>120</b>, in response to a request to place a wager by a particular user of a gaming application <b>114</b>, or in response to any other suitable trigger.
0093At step <b>602</b>, wager manager <b>140</b> receives a wager offer by a user of a gaming application <b>114</b>. In one embodiment, the wager offer is generated by the user using the wager window presented at step <b>600</b>. Wager manager <b>140</b> determines whether the wager offer received at step <b>602</b> is valid at step <b>604</b> based upon, for example, financial information stored in memory <b>150</b> and associated with the particular user that generated the wager offer. If the wager offer is invalid, as determined at step <b>604</b>, wager manager <b>140</b> notifies the user at step <b>606</b>. From here, execution either proceeds to step <b>600</b> where wager advisor <b>140</b> presents another wager window to the user so that the user may generate a new, valid, wager offer, or execution terminates at step <b>622</b>. If the wager offer received at step <b>602</b> is determined to be valid at step <b>604</b>, wager manager <b>140</b> presents the wager offer to a plurality of users of system <b>10</b> at step <b>608</b>.
0094The particular users to whom the wager offer is presented may comprise any suitable subset of all users of system <b>10</b> based upon, for example, profile information <b>156</b> and/or selection criteria <b>280</b>. In this regard, wager manager <b>140</b> presents the wager offer to those users of system <b>10</b> that are most likely to accept the wager. Wager manager <b>140</b> receives one or more wager acceptances at step <b>610</b>. The wager offer and a wager acceptance combine to form a wager between a first user and a second user.
0095It should be understood that the first user and the second user may comprise players of a particular gaming application <b>114</b>, spectators of a particular gaming application <b>114</b>, or any other users of system <b>10</b>. In one embodiment, at least one of the wager offer and the wager acceptance is received during the execution of a gaming application <b>114</b>. In this regard, wager manager <b>140</b> facilitates intra-game wagering.
0096Wager manager <b>140</b> determines whether the wager acceptance received at step <b>610</b> is valid at step <b>612</b> based upon, for example, financial information associated with the user that accepted the wager offer. If the wager acceptance is determined to be invalid at step <b>612</b>, execution proceeds to step <b>614</b> where a wager manager <b>140</b> notifies the user. From here, execution may return to step <b>608</b> where wager manager <b>140</b> may present the wager offer to users of system <b>10</b>, or execution may terminate at step <b>622</b>.
0097If the wager acceptance is determined to be valid at step <b>612</b>, execution proceeds to step <b>616</b> where wager manager <b>140</b> reserves funds from each of the user's accounts into an escrow account. Wager manager <b>140</b> then generates a wager record <b>158</b> associated with the wager between the first user and the second user, at step <b>618</b>.
0098The wager record <b>158</b> generally comprises a first user identifier, a second user identifier, and a plurality of wager parameters. For example, the wager parameters may include a wager event, a wager value, and wager conditions. The wager event generally comprises an action performed during the execution of a gaming application <b>114</b> that changes the state of the gaming application <b>114</b> and upon which the outcome of the wager between the first user and the second user is determined. Memory <b>150</b> stores the wager record <b>158</b> at step <b>620</b> according to a wager record identifier <b>270</b>. Execution terminates at step <b>622</b>.
0099<figref idref="DRAWINGS">FIG. 14</figref> illustrates a flowchart of an exemplary method for settling a wager between users of system <b>10</b>. The method begins at step <b>650</b> where memory <b>150</b> stores a plurality of wager records <b>158</b>. At least one wager record <b>158</b> is between a first user and a second user. Each wager record <b>158</b> generally comprises a plurality of wager parameters, such as, for example, a wager event, a wager value, and wager conditions. Wager manager <b>140</b> receives event information <b>152</b> (or <b>122</b>) at step <b>652</b>. In general, the event information <b>152</b> (or <b>122</b>) is received during the execution of a corresponding gaming application <b>114</b>. In this regard, wager manager <b>140</b> uses intra-game data to verify the winner or loser of a wager, and thereby supports intra-game wagering.
0100Execution proceeds to step <b>654</b> where wager manager <b>140</b> determines whether the outcome of the wager is decided by event information <b>152</b> (or <b>122</b>). In general, wager manager <b>140</b> determines the outcome of the wager at step <b>654</b> based upon wager parameters of the wager record <b>158</b> and event information <b>152</b> (or <b>122</b>). For example, wager manager <b>140</b> determines the outcome of the wager by cross-referencing event information <b>152</b> (or <b>122</b>) with wager parameters associated with the wager record <b>158</b>. If the wager parameters necessary to determine the winner of the wager are not satisfied, as determined at step <b>654</b>, execution returns to step <b>652</b> where wager manager <b>140</b> continues to receive event information <b>152</b> (or <b>122</b>). If the wager parameters necessary to determine the winner of the wager are satisfied, as determined at step <b>654</b>, execution proceeds to step <b>656</b> where wager manager <b>140</b> notifies the first and second users. A particular advantage of system <b>10</b> is that automatic verification of wagers based upon event information <b>152</b> (or <b>122</b>) and wager parameters eliminates the problems associated with trust-based wagering systems. This type of automatic verification of wagers not only makes wagering easier, but it allows users to generate more detailed, intra-game, wagers.
0101Execution proceeds to step <b>658</b> where funds manager <b>142</b> transfers funds between an account of the first user and an account of the second user that participated in the determined wager. In one embodiment, funds manager <b>142</b> transfers the funds during the execution of the gaming application <b>114</b>. In another embodiment, funds manager <b>142</b> transfers funds based upon the outcome of one or more other wagers between the first user and the second user. Execution terminates at step <b>660</b>.
0102As described above, platform <b>106</b> may conduct enhanced services sessions with many clients <b>102</b> using the same or different servers <b>104</b>. In one embodiment, a single server <b>104</b> may host multiple gaming applications <b>114</b> that are the subject of separate wagers. Various event information <b>152</b> associated with this server <b>104</b> may therefore be used by wager manager <b>140</b> to determine the outcomes of these separate wagers.
0103In another embodiment, separate servers <b>104</b> may host the same or different gaming application <b>114</b> that is the subject of separate wagers. Therefore, memory <b>150</b> may store a number of wager records <b>158</b> associated with users of clients <b>102</b> coupled to the same or different servers <b>104</b>. These wager records <b>158</b> generally include a server identifier <b>306</b> indicating which servers <b>104</b> will communicate the event information <b>152</b> that may determine the outcome of the wager. With respect to settling wagers, wager manager <b>140</b> may receive first event information <b>152</b> associated with a first server <b>104</b> and second event information <b>152</b> associated with a second server <b>104</b>. Wager manager <b>140</b> may then determine the outcome of a first wager based at least in part upon the first event information <b>152</b> and may determine the outcome of a second wager based at least in part upon the second event information <b>152</b>.
0104To facilitate the determination of various wagers, the first event information <b>152</b> may further be associated with an identifier of the first server <b>104</b> and the second event information <b>152</b> may be associated with an identifier of the second server <b>104</b>. In this regard, wager manager <b>140</b> may identify a first subset of wager records <b>158</b> using server identifier <b>306</b> and the identifier of the first server <b>104</b>, and wager manager <b>140</b> may identify a second subset of wager records <b>158</b> using server identifier <b>306</b> and the identifier for the second server <b>104</b>. In this regard, wager manager <b>140</b> can quickly filter through event information <b>152</b> to identify the event information <b>152</b> that is relevant for determining the outcome of a particular wager record <b>158</b>.
0105Although the present invention has been described in detail, it should be understood that various changes, substitutions and alterations can be made hereto without departing from the sphere and scope of the invention as defined by the appended claims.
0106To aid the Patent Office, and any readers of any patent issued on this application in interpreting the claims appended hereto, applicants wish to note that they do not intend any of the appended claims to invoke ¶ 6 of 35 U.S.C. § 112 as it exists on the date of filing hereof unless “means for” or “step for” are used in the particular claim.
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42 members in 4 offices
Priority claims30
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Members42
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|---|---|---|---|
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| WO03007254A3 | World Intellectual Property Organization (WIPO) | A3 | |
| EP1417654A2 | European Patent Office (EPO) | A2 | |
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38 transactions on the USPTO file
Allowed after 1 non-final rejection.
- Non-final rejections
- 1
- Final rejections
- 0
- RCEs
- 0
- Appeals
- 0
Over time
Point at a mark for the transactionTransactions
| Event | |
|---|---|
| Recordation of Patent Grant Mailed | |
| Patent Issue Date Used in PTA CalculationAllowed | |
| Issue Notification MailedAllowed | |
| Receipt into Pubs | |
| Application Is Considered Ready for Issue | |
| Receipt into Pubs | |
| Issue Fee Payment Verified | |
| Issue Fee Payment Received | |
| Workflow - File Sent to Contractor | |
| Correction - Drawing NOT Required | |
| Mail Notice of AllowanceAllowed | |
| Mail Formal Drawings Required | |
| Formal Drawings Required | |
| Notice of Allowance Data Verification CompletedAllowed | |
| Case Docketed to Examiner in GAU | |
| IFW TSS Processing by Tech Center Complete | |
| Date Forwarded to Examiner | |
| Response after Non-Final Action | |
| Workflow incoming amendment IFW | |
| Mail Non-Final RejectionNon-final rejection | |
| Non-Final RejectionNon-final rejection | |
| Case Docketed to Examiner in GAU | |
| Information Disclosure Statement (IDS) Filed | |
| Information Disclosure Statement (IDS) Filed | |
| Information Disclosure Statement (IDS) Filed | |
| Information Disclosure Statement (IDS) Filed | |
| Information Disclosure Statement (IDS) Filed | |
| Information Disclosure Statement (IDS) Filed | |
| Case Docketed to Examiner in GAU | |
| Information Disclosure Statement (IDS) Filed | |
| Information Disclosure Statement (IDS) Filed | |
| Application Dispatched from OIPE | |
| Application Is Now Complete | |
| Additional Application Filing Fees | |
| A statement by one or more inventors satisfying the requirement under 35 USC 115, Oath of the Applic | |
| Notice Mailed--Application Incomplete--Filing Date Assigned | |
| IFW Scan & PACR Auto Security Review | |
| Initial Exam Team nn |
13 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Fee paymentFPAY | FPAY | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| Fee paymentFPAY | FPAY | |
| Fee payment procedurePAYOR NUMBER ASSIGNED (ORIGINAL EVENT CODE: ASPN); ENTITY STATUS OF PATENT OWNER: LARGE ENTITYFEPP | FEPP | |
| AssignmentAS | AS | |
| Fee paymentFPAY | FPAY | |
| Information on status: patent grantGrantedPATENTED CASESTCF | STCF | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS | |
| AssignmentAS | AS |
Numbers
- Publication
- 06884166
- Publication, DOCDB
- 6884166
- Publication, EPODOC
- US6884166
- Application
- 10194186
- Application, DOCDB
- 19418602
- Application, EPODOC
- US20020194186
Titles
- English
- System and method for establishing a wager for a gaming application
Patent term adjustment
- A delay
- +246 daysthe office missed an examination deadline
- Net adjustment
- 246 days
Classification
- CPC, 13
- G07F17/32
- G07F17/3255
- G07F17/3223
- G07F17/3227
- G07F17/3234
- G07F17/3237
- G07F17/3239
- G07F17/3276
- G07F17/323
- G07F17/3225
- G07F17/3244
- G07F17/3286
- G07F17/3293
- IPC, 1
- G07F17 32
- USPC, 3
- 463016000
- 463025000
- 463042000